Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
MomoNemo · 15
Upgrade Path
- Add 1x Charisma → Permanent, so no need to remove a card
- Add 2x .45 Automatic (2), remove 2x .45 Automatic (0)
- 2x Beat Cop (2), remove 2x Beat Cop (0)
- Add 2x Extra Ammunition (1), remove 1x .32 Colt and 1x Evidence!
- Add 2x Physical Training (4), remove 1x Emergency Aid! and 1x Shortcut→ if need be, proxy Physical Training (4).
- Add 1x Lightning Gun, remove 1x Emergency Aid
- Add 1x Taunt (3), remove 1x Dynamite Blast
- Add 2x Vicious Blow (2), remove 2x Vicious Blow (0)
Notes
- It's a toss up as to whether or not to add Beat Cop (2) before .45 Automatic (2).
- Similarly, many of the cards that get removed are what I decided worked best for me. Feel free to remove other cards or remove them in a different order.
- Instead of Extra Ammo, you could use Venturer (replace Guard Dog). If I were to use this deck again, I would probably go with Venturer instead of Extra Ammo.
- The lower level copies of Physical Training aren't worth it. PT (4), tho, shines because it automatically refills itself and can be used on skill checks involving brains.
- Bandolier isn't necessary, but it sure helps: there may be situations where you do not want to use Lightning Gun so as to preserve its ammo. By having Bandolier (and in play) on hand you can also have a secondary weapon.
- Having Bandolier at the start of the game is kind of overkill. Here's why it's in the deck from the start: adding it later will cost 1x XP per card. To avoid that I have added it to the deck. If you don't care, then you could start with 1x Drawn to the flame and an additional copy of Evidence!